Kotaku reports that THIEF developer Eidos Montreal laid off 27
employees today, following up on earlier reports that between 20 and 50 staff
were let go. They got this official statement on the topic:

Yes it is true
we've let 27 people go today, unfortunately it's something that every major
studio has to do sometimes in order to ensure you have the right set up for
current and future projects. It's never a nice thing to do but we are genuinely
trying to offer as much support as much as we can. We're trying to re-locate as
many people as possible into other roles here or at our other studios and we've
been in touch several studios in Montreal to arrange a career day for those
affected by this. We're very thankful for all their hard work and we sincerely
wish them well.

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Jerykk wrote on Mar 5, 2014, 03:19:The city hub definitely encourages exploration, as there's plenty of loot and collectibles to be found and some of it is pretty well-hidden.

The City hub is a nice concept, just as it was in Thief 3, but it has a fucking awful implementation, even worse than in Thief 3.

First of it's a huge maze. BUT, it's not completely fair maze. So many small side rooms are only unlocked when you take a side mission from Basso or some other client. It doesn't matter if you've purchased the tools, the window doesn't glow or there's clutter in the way that doesn't allow you in. There is no consistency in how the map opens up, and that's very frustrating when you explore some corner only to find the double closed shutters that indicate you need to come back later. That's made even worse by the fact that getting around the City requires a lot of indirect routes, backtracking, and loading screens.

Second, although it's maze, it has a really terribly useless map. You can orient yourself with it, but you're really not able to guide yourself around with it, especially with all the indirect loading screens through windows and twisting passsages you have to take. Also, you can't use it to keep track of what little rooms you've already visited, or what little rooms had a painting you didn't have a razor tool for, or what little rooms had the obvious closed shutters that you'll be able to revisit later after. You find yourself running through covered ground very often, and that's quite tedious when loading screens are everywhere.

Third, TAP TO LIFT TAP TO LIFT TAP TO LIFT because it needs to be mentioned yet again. There are so many fucking load screens. Exploring is not fun when you have to go in a loading screen for a tiny bedroom.